And before somebody asks - CT60 only because it's a port of the Macintosh version -which is identical to the DOS version, which in turn is IMHO superior to the Amiga version.And the Macintosh version runs too slow on a 040 - so CT60 it is!

Works with Hatari Falcon emulation both with EmuTOS and TOS v4.04, but is slow. I could later try profiling this a bit.

Does NOT work unless:

030 or 040 CPU is used instead of 060 CPU emulation

DSP is disabled. If DSP is enabled, there's sound in the intro, but game itself freezes at startup to some DSP interaction

Would it be possible to:

Have option for sound effects without DSP (I don't care about music)?

Provide a non-stripped version of the worms.tos so that profiling results are more meaningful and I can get callgraphs?

(I have the SoldOut DOS version of Worms United. I played it quite a bit with a friend in 90's, as I did before that the Worms DOS demo. It's still my favorite version of Worms, I don't really appreciate the 3D look in later versions. Didn't try yet whether the game would work with Worms demo version.)

@Eero: The non-stripped version has nearly no routine-names either, only names such as sub_40122 etc, as it is still only a patched disassembly of the very unoptimized C compiled MAC Worms code.The DSP code used in the game is a DMA-Fifo i.e. the 060 calculates the MOD (using MULs - urgh) and transfers the soundframe to the ST-Ram and then instructs the DMA to do a one-shot play. The code in the DSP then makes sure that the samples are played in the correct speed.This allows me to forget about Timer-A and place the replay in the VBL.I've originally planned to use my new DSP-based mixer which also uses DMA for sample transfer - this cuts the needed CPU for audio to next to nothing.But I didn't manage to finish it in time for the Christmas release.The DSP interaction is asking the DSP how many samples were played since the last frame.If one wants to create a 030 version I'd suggest disassembling the Jaguar version and rewriting the RISC GPU+DSP code into 030/56k.I'll see what i can do for the non-sound version but I haven't planned on optimizing the 1.2MB(!) disassembled source as it runs one-framed on 060

For symbol names it's enough that they're unique, they don't need to be descriptive. What would be more important is that all subroutines do have a label (costs assigned to a label are for all the addresses from that address to a next address that has a label assigned to it).

As I already stated, the code *is* 030 code, it does not work on 060 (emulation). It has instructions that are missing on 060...

Never stated that it isn't 030 code I think the compiler target was 020-040 back then.My code for the audio mixer uses muls as they are fast enough - that's what i meant with 060 only as the vbl will take too much time on 030@16mhz and the game crashes.If I disable the audio mixer or use my experimental dsp mixer it starts to work in hatari - the dsp mixer will be included in a v1.1 release.And with 030 variant i meant a code fast enough to run in falcon030 16mhz mode - one could try optimizing the 1.2MB disassembly to dead but i've got other projects to finishEDIT: and yes, the CT60 has an exception handler and emulates the missing opcodes.So "proper" 060 emulation needs to be improper in that all opcodes are available - or one must install the ct60 emulation stuff into hatari somehow (extracting the patched TOS?) - as it is the official motorola compatibility pack for 060 (ilsp or sth like that) maybe someone could create an TSR out of that?

insane wrote:And before somebody asks - CT60 only because it's a port of the Macintosh version -which is identical to the DOS version, which in turn is IMHO superior to the Amiga version.And the Macintosh version runs too slow on a 040 - so CT60 it is!

Just tested this on my Falcon/Afterburner (VGA monitor). With caches in copyback mode the game is highly playable. I have never played Worms so I don't know how fast it's supposed to be, but the graphics runs smoothly. Moving around the playfield with the mouse is smooth and fluent, no jerky scrolling. When I compare it to the youtube-video I can see no difference in the in-game graphics, but some of the overlayed menus are a bit slower than on the CT. The mouse cursor is also lagging slightly in the menus.

I don't have speakers/headset connected to this Falcon right now so I can't test sound. Will do that later.

Edit: Couldn't wait, so I hooked up a small radio I had in my office. Sound appears to be working correctly.

Edit2: The game is also working under MiNT if memory protection is disabled.